Tom Clancy's Rainbow Six Siege Wiki Guide

Y1S2 Dust Line

Operation Dust Line (Y1S2) was the second season during the first year of Rainbow Six: Siege, released as a free content update on May 10, 2016 on all platforms. Operation Dust Line has 5 major during its course;

Valkyrie was the defending operator added in Dust Line. She utilizes multiple portable cameras called Black Eye’s which can be placed around the map to provide intel to the defending team. She was the first operator with the ability to place any kind of camera–this would go on to become a common theme in Siege.

Blackbeard was the attacking operator bought in with Dust Line. Blackbeard can place a bulletproof rifle shield onto his primary weapons, protecting him from headshots by preventing a degree of damage before being destroyed.

Operation Dust Line featured some major changes and updates to Rainbow Six: Siege. These include the following;

Operators Balancing: IQ’s gadget now has enhanced visual feedback: We have changed the way IQ’s device displays the environment and electronic devices. You can now see through the screen, and there will now be an outline of the detected devices. The effective detection distance is now 20 meters. (Y1S2.0)

Operator Balancing: Tachanka’s LMG is now easier to place and easier to use: We have modified the placement zone so it is easier to deploy Tachanka’s Mounted LMG in tighter spaces, and while closer to walls or other objects. You will also be able to interact with the Mounted LMG much quicker than before (faster entry and exit time). This is a first step for Tachanka tweaks as we will continue to monitor and improve him. (Y1S2.0)

Operator Balancing: Montagne’s shield adds side protection: We are introducing added protection to Montagne’s shield to cover his sides. We believe this will make him a more interesting option, by pushing even further his defensive capabilities. This will allow him to enter rooms more safely and provide even more cover to his teammates. (Y1S2.0)

Operator Balancing: Frost no longer has a Nitro Cell: Building on the tweaks to Frost’s Super 90 shotgun introduced with Patch 2.3, we have decided to replace her Nitro Cell with Barbed Wire. We saw that the reduction in range to the shotgun did not really affect her selection rate nor her win rate. Since she has a very good and useful unique gadget, we believe that this change will fit her role as a trapper better. (Y1S2.0)

Operator Balancing: Buck gets grenades and reduced recoil, but his shotgun loses range: We are removing Buck’s Breach Charges due to the increase of Buck’s shotgun destruction radius. Instead, we are giving him Frag Grenades which we think will make him a more aggressive offensive Operator. We are reducing the horizontal variation on the recoil for one of his primary weapons, the C8-SFW rifle. That means that when you hold fully automatic fire, the gun will move a little less in the left/right direction. We have slightly reduced underslung shotgun’s effective range by 2 meters, so it fits more as a tool than a clear-cut offensive weapon. (Y1S2.0)

Operator Balancing: Thatcher’s EMP grenade gets a range reduction: We’ve reduced his unique gadget’s effective range from 7m to 5.2m. The intention is to keep him from clearing a whole room of gadgets, from the top, bottom, or even sides. We want to encourage players into thinking where the best spot is to throw the EMP. Additionally, Thatcher’s EMP now disables enemies’ sights completely for 10 seconds. (Y1S2.0)

Operator Balancing: Sledge swaps Breach Charges for Stun Grenades: We have replaced his Breach Charges for Stun Grenades making his loadout options more versatile. We believe this change is for the best as Sledge has the equivalent of a better, reusable Breach Charge with him. He is also statistically almost never played with Breach Charges, which makes sense. (Y1S2.0)

Operator Balancing: Thermite swaps Frag Grenades for Stun Grenades: We are swapping Thermite’s Frag Grenades for Stun Grenades. There are two reasons behind this change. The first reason is that Thermite has a very important unique gadget, making him one of the most pivotal Operators in an attacking team. The second reason is to limit the number of concurrent Operators that can bring Frag Grenades on the field. To us, two Operators with frag grenades is more than enough for an attacking team, and more than two would make it a lot harder for the Defenders to protect their objective. This will make Thermite slightly less offensive, while giving him more utility. (Y1S2.0)

Operator Balancing: The FBI SWAT Recruit Shield loadout will now have heavy armor: The FBI SWAT recruit equipped with a shield is now bearing heavy armor, making him a 3 armor and 1 movement speed instead of 2 armor and 2 speed. We made that change for shield-wielding Operators to be consistent in speed. We saw what kind of aggression the Recruit Shield could bring and a skilled player taking full advantage of his loadout was too strong. This change should help making him on par with other shield-wielding Operators and effectively allow the newer Rainbow Six Siege players to get accustomed to the movement speed that shield-wielders have. (Y1S2.0)

New Feature: Shield charms are now available: Universal charms can now be used on shield-wielding Operators. This is applicable to universal charms that have already been bought! (Y1S2.2)

Operator Balancing: Reworked Reloading with Shield Wielding Operators: We’ve disabled auto-reload on Blackbeard’s primary weapon when his shield is equipped. This will make Blackbeard’s gadget act in a similar way to other shield operators and will allow the player to decide when to reload. We’ve fixed an issue where the pistol of a shield wielding operator will auto-reload after placing a gadget. This meant that the ballistic shield operator would be temporarily out of cover. (Y1S2.2)

Operator Balancing: Kapkan can place his gadget at any height and it is now harder to spot: There are several changes to Kapkan’s Trip Wire gadget that will make his role much more tactical; he’ll be harder to anticipate than in the past. First of all, we’ve removed the red screw that displays on the opposite wall of where the gadget is deployed, which is a dead giveaway for any seasoned player. The Trip Wire laser now has reduced intensity making it harder to spot by attackers, and is slightly less audible when deployed. And now with Patch 3.3, Kapkan can set his Trip Wire gadget at any height on the frame of a doorway or window. We believe these tweaks will restore Kapkan’s former glory and make him a force to be reckoned with. (Y1S2.3)

Operator Balancing: Mute’s Signal Disruptor has increased range: We have made the jamming zone larger on Mute’s Signal Disruptor. Before the update it was set at 1.5 meters of radius, and with Patch 3.3 it is now set at 2.25 meters. This range will let you jam larger areas around walls as well as reinforced ones, as well as making it almost impossible for drones to jump through. (Y1S2.3)

Operator Balancing: Pulse has better visibility, more reliable information, and it is now easier to read feedback: For the update to Pulse in Patch 3.4, we wanted to give him better awareness by increasing the visibility he gets of his gadget. A lot of times players would get caught off-guard while using Pulse's gadget, and we intend for this new update to improve situations like that. Pulse’s gadget's detection marks were static on the screen and this was sometimes difficult to interpret. We have changed these marks to provide a better representation of the enemy’s world position. (Y1S2.4)